public void ReadDictionary(BinBuffer bb) { int modAmt = bb.ReadByte(); for (int i = 0; i < modAmt; i++) { Mods.Add(bb.ReadString(), bb.ReadByte()); } for (int i = 0; i < modAmt; i++) { ModID mid = bb.ReadByte(); var modObjs = new BiDictionary <ObjName, ObjID>(); short objAmt = bb.ReadInt16(); for (int j = 0; j < objAmt; j++) { modObjs.Add(bb.ReadString(), bb.ReadUInt16()); } ModObjects.Add(mid, modObjs); } }
/// <summary> /// Load <paramref name="slots" /> items to <paramref name="inventory" /> from the <paramref name="bb" />. /// </summary> /// <param name="bb">The reader for loading data</param> /// <param name="inventory">The array of items</param> /// <param name="slots">The amount of items in the inventory to load</param> /// <param name="stack">Whether or not the stack size should be loaded</param> /// <param name="favourited">Whether or not the favourited state should be loaded</param> static void LoadItemSlots(BinBuffer bb, Item[] inventory, int slots, bool stack, bool favourited) { for (int i = 0; i < slots; i++) { // Load basic item data string mod = bb.ReadString(); if (!String.IsNullOrEmpty(mod) && mod != PrismApi.VanillaString) { string item = bb.ReadString(); if (!ModData.modsFromInternalName.ContainsKey(mod) || !ModData.modsFromInternalName[mod].ItemDefs.ContainsKey(item)) { inventory[i].SetDefaults(ItemDefHandler.UnknownItemID); inventory[i].toolTip = mod; inventory[i].toolTip2 = item; } else { inventory[i].SetDefaults(ModData.modsFromInternalName[mod].ItemDefs[item].Type); } if (stack) { inventory[i].stack = bb.ReadInt32(); } inventory[i].prefix = bb.ReadByte(); if (favourited) { inventory[i].favorited = bb.ReadBoolean(); } } // Load Mod Data if (inventory[i].P_BHandler == null) { inventory[i].P_BHandler = new ItemBHandler(); ((ItemBHandler)inventory[i].P_BHandler).Create(); } ((ItemBHandler)inventory[i].P_BHandler).Load(bb); } }
/// <summary> /// Load player data from a .plr.prism file /// </summary> /// <param name="playerPath">The path to the vanilla .plr file</param> internal static void LoadPlayer(Player player, string playerPath) { playerPath += ".prism"; // If mod data doesn't exist, don't try to load it if (!File.Exists(playerPath)) { return; } try { using (FileStream fileStream = File.OpenRead(playerPath)) { byte version = (byte)fileStream.ReadByte(); // should be safe to cast here, very unlikely that the file is empty if (version > PLAYER_VERSION) { throw new FileFormatException("Tried to load a player file from a future version of Prism."); } if (version < MIN_PLAYER_SUPPORT_VER) { throw new FileFormatException("This player is saved in a format that is too old and unsupported."); } using (CryptoStream cryptoStream = new CryptoStream(fileStream, new RijndaelManaged() { Padding = PaddingMode.None }.CreateDecryptor(GenerateKey(player.name), ENCRYPTION_KEY), CryptoStreamMode.Read)) using (BinBuffer bb = new BinBuffer(cryptoStream)) { #region Player Data if (player.P_BHandler == null) { player.P_BHandler = new PlayerBHandler(); ((PlayerBHandler)player.P_BHandler).Create(); } ((PlayerBHandler)player.P_BHandler).Load(bb); #endregion Player Data #region Item Data LoadItemSlots(bb, player.armor, player.armor.Length, false, false); LoadItemSlots(bb, player.dye, player.dye.Length, false, false); LoadItemSlots(bb, player.inventory, Main.maxInventory, true, true); LoadItemSlots(bb, player.miscEquips, player.miscEquips.Length, false, false); LoadItemSlots(bb, player.bank.item, Chest.maxItems, true, false); LoadItemSlots(bb, player.bank2.item, Chest.maxItems, true, false); #endregion Item Data #region Buff Data for (int i = 0; i < Player.maxBuffs; i++) { var mod = bb.ReadString(); if (String.IsNullOrEmpty(mod) || !ModData.modsFromInternalName.ContainsKey(mod)) { continue; } var md = ModData.modsFromInternalName[mod]; var buff = bb.ReadString(); var t = bb.ReadInt32(); if (!md.BuffDefs.ContainsKey(buff)) { continue; } player.AddBuff(md.BuffDefs[buff].Type, t); if (player.P_BuffBHandler[i] == null) { player.P_BuffBHandler[i] = new BuffBHandler(); ((BuffBHandler)player.P_BuffBHandler[i]).Create(); } ((BuffBHandler)player.P_BuffBHandler[i]).Save(bb); } #endregion Buff Data } } } catch (Exception e) { // Character could not be properly loaded, report and prevent playing //TODO: report Logging.LogError("Could not load player " + player.name + ": " + e); Trace.WriteLine("Could not load player " + player.name + ": " + e.Message); player.loadStatus = 1; } }